2016 - 04 April Game Informer
Transcript of 2016 - 04 April Game Informer
-
8/18/2019 2016 - 04 April Game Informer
1/100
THE WORLD’S #1 VIDEO GAME MAGAZINE
A NEW BEGINNING BRINGS SUSPENSE BACK TO THE BELOVED SERIES
-
8/18/2019 2016 - 04 April Game Informer
2/100© 2016 SQUARE ENIX CO., LTD. All rights reserved. Nintendo 3DS is a trademark of Nintendo. © 2016 Nintendo.
-
8/18/2019 2016 - 04 April Game Informer
3/100
Fantasy Violence
Mild Suggestive Themes
Mild Blood
Use of Alcohol
DARE TO RISK
EVERYTHING IN
BATTLE AGAINEmbark on an all-new journey to save
Agnès Oblige in Bravely Second: End Layer,the next evolution of turn-based RPGs.
On the eve of peace, the world is plunged into war.Courageous leader Agnès Oblige has been imprisoneby mysterious invading forces led by Kaiser OblivionAccompanied by returning heroes and newly forgedallies, it’s up to Yew, a knight in her service, to save he
Put It All on the Line: The innovative Brave and Default
battle system is back, and now you can risk it all in
consecutive battles. Gain greater rewards and experience
or fail and lose everything earned along the way.
Delve Into the World of Luxendarc: Explore all-new,
massive, layered cities, discover sprawling dungeons
lled with traps for the unwary and encounter new
enemies from a different world.
Build Your Team: Select from 18 returning jobs and
12 new ones such as the catmancer, charioteer and
fencer. Mix and match abilities and secondary job
commands to take down tough enemies and bosses. Game and SystemSold Separately
Download the Demo TodayExperience a new adventure unique from the game. Carry
rewards over to the full version of the game earned in the demo.
AVAILABLE
04.15.16
bravelysecond.nintendo.com
-
8/18/2019 2016 - 04 April Game Informer
4/100
PRE-OWNED GAMES
AND ACCESSORIES
Looking to get more for your trades?
Pro members get 10% extra trade
credit when they sell us their games
and accessories.
OF GAME INFORMER
MAGAZINE
-
8/18/2019 2016 - 04 April Game Informer
5/100
PowerUp Rewards Pro members can access these offers in
the GameStop App or by logging into PowerUpRewards.com.
See it first in your monthly eSummary
Offer valid 3/21/16 - 3/27/16.
Valid for Pro Members only. Not valid with any other offer. See associate for details. No dealers. Offer valid in the United States and Guamonly. Void where prohibited. GameStop, Inc. reserves the right to cancel, terminate, modify or suspend the offer for any reason without notice.
when trading any PlayStation Vita,
Wii U, or the New 3DS system
when trading any Xbox Oneor PlayStation 4 system
Offer valid 3/21/16 - 3/27/16.
Valid for Pro Members only. Not valid with any other offer. See associate for details. No dealers. Offer valid in the United States and Guamonly. Void where prohibited. GameStop, Inc. reserves the right to cancel, terminate, modify or suspend the offer for any reason without notice.
-
8/18/2019 2016 - 04 April Game Informer
6/100
A GloriousSaturday
It’s early; the sun is still breaking
through the morning fog. The house is
filled with the smell of freshly roasted
coffee, and my dog gently throws a ball
repeatedly at my feet.
We already played, but Barnaby rarely
gives up on the game. He has a lot incommon with me, as I’ve already turned
on my PC and fired up Darkest Dungeon.
My most recent addiction, well scratch
that…I’ve always hated the word addic-
tion when it comes to games. I prefer to
say that I’m just extremely dedicated. It
puts my love of games in a better light.
Right now, I’m “dedicated” to Darkest
Dungeon in the morning. Nothing quite
like waking up to a dungeon crawl where
most of my party is likely doomed to a
gruesome death or some other malady.
Like most people, I find that games are
a part of my day-to-day. After running
some errands to get life things done, Idecide my afternoon needs to be dedi-
cated (there’s that word again) to finish-
ing Firewatch. All my friends are talking
about it.
“OMG, the ending is the worst,” is
heard repeatedly, but other friends prom-
ise me the journey is worth it despite its
flaws. I travel the forest as Henry, and
while I have some minor issues, I regret
nothing. Firewatch is a great game.
After dinner with the family, and more
time throwing that ball for the dog, I fire
up my PlayStation and find myself bathed
in the light of Destiny. It’s my current
comfort food. I’m overly dedicated to it.Sure, the game ran out of content long
ago, but I’m a creature of habit. I love
what I love.
Games today are such amazing things.
As a kid, I plowed through them like it
was a race. Could I defeat every game
that ever came out on the Nintendo
Entertainment System? I sure tried, and
it was glorious. These days, I tend to go
less for how many things can I knock out
as quickly as I can, and more with a “how
many games can I savor?” approach.
It’s late. Time for bed. I fade out of con-
sciousness thinking that tomorrow I might
play XCOM 2 or Far Cry Primal to see if Ishould dedicate more time to them. My
dog licks my face. He probably wants to
play too.
Games are an important part of our
lives (and my dog’s apparently). Make
sure you take the time to sit back and
enjoy them.
Enjoy the issue.
Cheers,
Gears Of War 4 After its reveal at E3, we were left with morequestions than answers about the next entry
in the Gears of War series. In our exclusive look we answermany of those questions to see how the series is mak-ing a return to its suspenseful roots, and find out wherethe game takes place on the Gears timeline. We also learnmore about its new protagonist, JD, and his two partners.
38
4
v i s i t g a m e i n f o r m e r . c o m d a i l y f o r t h e l a t e s t a n d
g r e a t e s t , a
n d f o l l o w @ g a m e i n f o r m e r o n T w i t t e r
Read my column or
comment on this letter at
gameinformer.com/mag
or follow @GI_AndyMc
ANDY McNAMARA
EDITOR-IN-CHIEF
-
8/18/2019 2016 - 04 April Game Informer
7/100
-
8/18/2019 2016 - 04 April Game Informer
8/100
82Far Cry PrimalHow does the
Far Cry series fare withoutguns? Find out here.
71Teenage MutantNinja Turtles
Bayonetta’s creators bringtheir action expertise to theTestudinata ninjas.
83Street Fighter VWe weigh in on the
newest entry in the popularfighting series.
91Fire Emblem FatesWe have our
reviews of both versions ofthe new Fire Emblem.
90XCOM 2Firaxis’ brutal, but
undeniably entertainingalien-invasion sim returns.
88The FlameIn The Flood
Former BioShock develop-ers banded together forsomething very different.
64Star Fox ZeroWe played the new
Star Fox for Wii U, andspoke to Shigeru Miyamoto
about it.
68AbzûJourney’s artists return with beautiful undersea exploration
on PlayStation 4.
94Classic: Pokémon Red & BlueWe look back at the first games in the series as Pokémon
celebrates 20 years.
Abzû . . . . . . . . . . . . . . . . . . . . . 68
Ace Combat 7 . . . . . . . . . . . . . . 76
Battleborn . . . . . . . . . . . . . . . . . 70
Battle Chasers: Nightwar . . . . . . 52
Blade & Soul . . . . . . . . . . . . . . . 28
Conan Exi les . . . . . . . . . . . . . . . 72
Crashlands. . . . . . . . . . . . . . . . . 92
Far Cry P rimal . . . . . . . . . . . . . . .82
Final Fantasy XV . . . . . . . . . . . . 78
Fire Emblem Fat es . . . . . . . . . . .91
Firewa tch . . . . . . . . . . . . . . . . . 85
Flame In The Flood, The . . . . . . 88
Gears of War 4 . . . . . . . . . . . . . .38
Heroes of the Storm . . . . . . . . . 73
Hex: Shards of Fate . . . . . . . . . . 89
Homefront: The Revolution . . . . 66
Homeworld:
Deserts of Kharak . . . . . . . . . . 92
Indivisible . . . . . . . . . . . . . . . . . 29
Klaus . . . . . . . . . . . . . . . . . . . . . 92
Layers of Fear . . . . . . . . . . . . . . 92
Lego Marvel’s Avengers . . . . . . 84
MLB The Show 16 . . . . . . . . . . . 74
New Hot Shots Golf . . . . . . . . . . 75
Plants vs. Zombies:
Garden Warfare 2 . . . . . . . . . . 88
Pokémon Red & Blue . . . . . . . . . 94
Pony Island . . . . . . . . . . . . . . . . 92
Project X Zone 2 . . . . . . . . . . . . 92
Star Fox Zero . . . . . . . . . . . . . . . 64
Street Fighter V . . . . . . . . . . . . . 83
Tales of Berseria . . . . . . . . . . . . 79
Teenage Mutant Ninja Turtles:
Mutants in Manhattan . . . . . . . 71
Unravel . . . . . . . . . . . . . . . . . . . 87
Walking Dead:
Michonne, The. . . . . . . . . . . . . 92
Warhammer 40,000:
Eternal Crusade. . . . . . . . . . . . 77
Westport Independent, The . . . . 92
Witness, The . . . . . . . . . . . . . . . 24
XCOM 2 . . . . . . . . . . . . . . . . . . . 90
52Battle Chasers: NightwarDarksiders creator Joe Madureira is returning to his comic
book roots with a continuation of his unfinished Battle Chasersseries in the form of a turn-based RPG.
6 contents
games index
-
8/18/2019 2016 - 04 April Game Informer
9/100
©2 0 1 6 .Wm.Wr i gl e y J r . C om p an y .
J ui cy F r ui t and al l af fi l i at ed d es i gns ar et r ad e
mar k s of Wm.Wr i gl ey J r .C ompany or i t s af fi l i at es .
A Sweet Piece of Fun.
-
8/18/2019 2016 - 04 April Game Informer
10/100
Contact Us
Agree To DisagreeI just read your Top 50 Games of2015 feature (issue 274) and thoughtit was great. I always enjoy the issuethat comes after the Top 50, whichincludes all the letters about howbiased you are and how certain com-panies are paying you to represent
them. These people seem to forgetour hobby is subjective. Just becauseyou like a game and I don’t doesn’tmean that one of us is corrupt orincompetent; it’s just a difference inopinion. Honestly, that’s what thismagazine is here to do – give us opin-ions on games so that we can makeeducated purchasing decisions.We all have different views, and weshould use them to have an open dis-cussion on why we like certain gamesor why we don’t. But please keepprinting the hate mail as it providesgreat entertainment when sitting on
my throne. BryanSan Antonio, TX
When you state it that eloquently,
Bryan, getting angry over whose
favorite games are “better”
just seems downright foolish.
Nevertheless, choosing our list
of winners was no easy task, and
incited a week of arguments in
the G.I. office. We can’t blame
readers for disagreeing with our
opinions, but we can publish the
most cantankerous replies for your
personal amusement.
…Or NotYou guys are so far up your ownbutts for snubbing Rainbow Six Siegeon the Top 50. Let’s put Assassin’sCreed and Call of Duty in there forthe millionth time instead! Seriously,Siege is an incredibly unique, refresh-ing, and challenging shooter, but it
gets no love. It’s easy to play, buthard to master, and the challengeand strategy are what offer content.It never gets old; the game is easilyworth $60.
Tony W.
via email
Andy, Miller, and Wade are idiots forchoosing Destiny: The Taken Kingas their GOTY. A few staff mem-bers chose games like Bloodborne,Fallout 4, and Batman: Arkham Knight,which I can actually respect becausethose are pretty good games – they
aren’t just repackaged with new con-tent that should have been includedin the initial release in 2014! Overall,you guys got it right. The Witcher 3was hands-down game of the year;
I read an article that stated it had closeto 130 GOTY awards, and Fallout 4 wassecond with like 26. I mean, it’s not evenclose. I played a lot of good games thisyear, but The Witcher 3 is one of thebest I have ever played. Destiny is notan all-time great game; it’s a good time-waster, but it has no real staying power
or substance. I am not usually one toinsult someone for their opinion, but inthis case I have no choice.
Daniel Lindsey
via email
Actually, you do have a choice, Daniel.
We don’t know how someone can
be “wrong” about what their favorite
game of the year is, but the number
of awards a title wins shouldn’t have
any effect on your enjoyment of it,
and it certainly doesn’t factor into
whether a game makes our list or not.
As for Rainbow Six, the thrill of Siege’scombat got some love in our Top 10
Moments list, even if the shallow cus-
tomization and dearth of content (nar-
rowly) kept it from making the Top 50.
Our Top 50 list received the appropriate amount of praise and
gripes this month, and other readers discuss Nintendo’s nextconsole and what to do about broadband data caps.
8
f e
e d b a
c k
-
8/18/2019 2016 - 04 April Game Informer
11/100
Primal InstinctI’ve been addicted to the Far Cry fran-
chise since day one. Far Cry 4 was not
flawless, but still amazing to me. After
reading the Far Cry Primal preview in
issue 274, I’m let down by the new take
on the franchise. Going to the caveman
era seems pointless. You tame animals
and upgrade your bow and other melee
weapons. What other weapons? A
rock? What enemy outposts will you
conquer? A cave or animal-skin tent?
I know I shouldn’t judge a game untilI play it, but my guess is it will fail to
compare to the other great Far Cry
titles. Primal seems like a step back in
a time where developers need to step
up. I’ll still give it a try, but I’ll probably
rent it or wait for it to hit the bargain bin.
Hopefully I’m dead wrong – I’ll gladly
admit so and eat my humble pie!
Cody Valentine
via email
You’re not the only one to raise an
eyebrow at Far Cry Primal’s prehis-
toric setting, Cody. However, would
expanding Far Cry’s already massiveopen-world setting or adding more
guns to the series’ bloated arsenal
qualify as stepping up? Or is taking
the series in a completely new direc-
tion the more ambitious venture?
Either way, Far Cry Primal is certainly
a gamble; you can decide for yourself
if it paid off by reading our review on
page 82.
Cap ConOver the past year, Comcast has begun a “trial” data usagepolicy where you get 300 gigabytes of monthly data and haveto pay $10 for every 50 gigs thereafter. As a gamer and user
of streaming services, this is deeply troubling to me. BothPlayStation and Xbox have robust digital stores. With gamesranging 20 to 50+ gigs per game, plus streaming services,updates, etc., it seems what Comcast is doing is prohibitive tothe consumer. I’m afraid that if this is allowed to become thenorm, other Internet providers will join suit. Is there anythingthat we as gamers can do besides initiating a complaint tothe FCC?
Doug DuboisFlorida
Data caps and overcharging schemes are a serious threatto net neutrality, and will only become more punitive to
customers as data usage increases in the coming years.Other ISPs are already following in Comcast’s footsteps,but as with most corporate-driven dilemmas, advocacyis your greatest weapon. Complaining to (or switching)your ISP, contacting your federal elected officials, andlending your name to petitions all help increase aware-ness and may cause ISPs to rethink their plans. Advocacy
groups like Stop The Cap! offer more ways to make your voice heard.
(Left) This month we to
a trip to Vancouver, Canto see The Coalition’s ne
approach to Gears of Wa
Read all about it on pag
(Right) Andy visited
Austin-based developer
Certain Affinity. Back row
Alex Chrisman, David M
Laura Zimmermann, Ma
Oztalay, and president
Max Hoberman. Front ro
Deborah Beckman, Core
May (of AC fame), and
Mojdeh Gharbi
g i s p y
PHOTOS FROM THE VIDEO GAME INDUSTRY
Short AnswersTo Readers’BurningQuestions:
“Have any of you played
God of War III?!!”
Sure have!
“Do you think Activision
will ever remaster Call o
Duty 4 for the PS4 and
Xbox One?”
Actually, we’re sur-
prised they haven’t
already.
“The Division just looks
like more must group
must be social BS
to me?”
Huh?
Worst
News Tip OfThe Month:
“For the next top ten
you should do Top Ten
Dogs In Gaming, it’ll be
hit man.”
WorstOpening LineTo A FeedbackLetter:
“I know here’s not the
place to talk about
it, but I have no oneto complain about
this issue.”
QuestionOf The Month:
What is your go-to game
recommendation for new
players, and why?
feedback 9
-
8/18/2019 2016 - 04 April Game Informer
12/100
(Left) Andy recently
got a tour of theNational Videogame
Museum in Frisco,
Texas, where co-
founder Joe Santulli
showed him the
world’s biggest Pong
machine.(Right)
We managed to pry
some of the fine
folks at Giant Squid
away from Abzû just
long enough to take
this pic.
What’s NX?I found your speculation on the
Nintendo NX to be quite interesting
(What We Want From The Nintendo
NX, issue 274). In addition to the
essentials you mentioned, I’d like to
see Nintendo put an end to region
locking. The archaic practice does
nothing but stop us from importing
a few games that aren’t localized
for us, so we don’t get to play them
and Nintendo misses some poten-
tial sales. Although the decision ofregion locking won’t make or break
the NX, it would certainly be an
easy way for Nintendo to show that
it’s listening to fans.
Bobby Miller
via email
One point in your Nintendo NX arti-
cle made me scratch my head in
puzzlement. It stated that Nintendo
filed a patent for a controller
dominated by a touchscreen, two
analog sticks, shoulder buttons,
built-in Wi-Fi, cross-play function-
ality – what does that remind meof? Oh yeah, the PlayStation Vita.
And look where it is now: The lack
of marketing, shelf presence, and
developer support has left it with
one foot in the grave. Do you think
Nintendo can make it work after
Sony seems to have failed?
Jeff Dabbs
via email
The (still theoretical) Nintendo NX
controller certainly sounds a lot
like Sony’s Vita, but you shouldn’t
take the similarities as a portent
of doom. Unlike Sony, Nintendohas a long history of successful
and well-supported handhelds
dating all the way back to the
original Game Boy. While it’s still
possible that nothing may come
of the patent, if Nintendo could
pair a multi-functional controller
with a beefier home console, it
could offer players the best of
both worlds in a single package.
Where Does The Time Go?In issue 274, we asked readers what game they played the
most of in 2015. Unsurprisingly the replies highlighted many
of the biggest and best games of the year.
The Witcher 3: Wild Hunt, plain and simple. The quality of CD
Projekt Red’s world engrossed me from the start. The story, charac-
ters, writing, and quest design were all amazing and addictive.
Sam Caloras
I spent the most time playing Metal Gear Solid V; easily the best
game I’ve played in a while. Aside from the addicting gameplaythat kept me coming back for more, I feel like I’m in the minority
because I actually loved the story too – but maybe I’m biased
since I’m a huge Metal Gear fan!
Ahmed Abdalla
According to Xbox Live, my most played game of 2015 was
Destiny. I got sucked back in with each new DLC drop.
Jordan Smith
On Your Mind
Top 50 Cheers/Jeers
Most Played Games
In 2015
Witcher 3 Love
Destiny Haters
Difficulty Of
Difficulty Kudos
10 feedback
-
8/18/2019 2016 - 04 April Game Informer
13/100
Find out more at TheRealCost.gov
If you’re playing with
cigarettes, you’re
harming your teeth.
Smoking cigarettes can cause serious
gum disease that makes you more likely
to lose your teeth than someone who
doesn’t smoke.
-
8/18/2019 2016 - 04 April Game Informer
14/100
WINNER
1 Amberly NealThis art just makes us want a Shadow of Mordor
sequel. What could Monolith be working on next…
2 Jake Fitzgerald As far as the best blue, jawless charac-
ters go, Raziel is definitely in the top 10
3 Adam SilverSorry, guys: Luigi’s Mansion already
proved the plumber would make a
terrible Ghostbuster
4 Terrance OsborneThink Destiny doesn’t have enough
content? Follow Terrance’s lead and
illustrate your own adventures
5 Ian RichardsonHere’s the American Gothic/Martian
Gothic mash-up you never asked for
1
(Left) Readers Ryan
McLaughlin and KatieFinnell joined the GI crew
for a special episode of
Replay, which included a
urprise marriage proposal.
We’ll let you guess who the
newly engaged couple is.
(Right) EA’s Brad
Hilderbrand and Brian
Hayes dropped by this
month to show us EA
Sports UFC 2, and spotted
some familiar classics in
the vault.
12 feedback
g a l l e r y
» Submit your art for a chance to win our monthly prize. Please include your name and return address. Entries become the property of Game Informer and cannot be returned.
Send to: Game Informer Reader Art Contest | 724 First Street North, 3rd Floor | Minneapolis, MN 55401 or Email to: [email protected]
-
8/18/2019 2016 - 04 April Game Informer
15/100
-
8/18/2019 2016 - 04 April Game Informer
16/100
THE NEW DIRE
14
NOTABLES
20 top tenhelicopter fights
22 romero returns to hell
24 afterwords:
the witness
28 massive: blade & soul
30 overheard at dice
36 opinion: the virtues
of going into agame blind
-
8/18/2019 2016 - 04 April Game Informer
17/100
or decades, Final Fantasy reigned supreme as the primary pillar of
the RPG genre. With every console since the NES, it innovated and
set new standards for the genre, from the cinematics of Final Fan tasy
VII to the fully voiced cutscenes of Final Fantasy X. However, within
the last decade, the franchise has started to fall from grace.
Final Fantasy XIII was divisive, and was worse off for being
drawn out over a lackluster trilogy. Final Fantasy XIV, an MMORPG,
was such a disaster that the game had to be essentially remade
and relaunched as A Realm Reborn. Seven years after it had been
announced, the long-awaited Final Fantasy Versus XI II morphed
into Final Fantasy XV. Fans lost trust, and Square’s name no longer held the same weight as
it once did. In the meantime, Western RPGs, such as Mass Effect, The Elder Scrolls, and The Witcher were innovating the genre in unique ways while the Japanese market stagnated.
All eyes are on Square Enix’s next move to see if Final Fantasy will once again be an RPG
powerhouse. Two men in particular have been tasked with reviving the franchise for a new
generation of gamers: Hajime Tabata and Naoki Yoshida. Tabata is directing Final Fantasy
XV, and Yoshida continues to head up Final Fantasy XIV after his successful revamp with A
Realm Reborn.
After visiting Square Enix’s offices in Tokyo, it became even clearer how these different
personalities are driving the brand forward.
Meet the two
men updating the
franchise for a
new generation
of gamers
CTION OF FINAL FANTASY
by Kimberley Wallace
connect 15
-
8/18/2019 2016 - 04 April Game Informer
18/100
THE REVOLUTIONIZER
Long before Naoki Yoshida even enters the room, I hear
heavy footfalls from his combat boots and the jangling
of his metal jewelry. From his chains to all-black attire,
Yo shida has his own style. In many ways, Yoshida has al-
ready proved himself, with fans calling him the man who
saved Final Fantasy XIV, but he has the task of keeping the
MMORPG afloat and entertaining for years to come.
Yoshida is matter-of-fact and doesn’t skirt around the is-
sues. This was evident when he went on stage at the 2014
Game Developers Conference and candidly spoke about
the failure of Final Fantasy XIV’s first launch. He admitted
to all its faults, citing a server that would go down up to
400 times per day, a lack of content and bare-bones story,
and the team spending more resources on graphics thanthe gameplay.
It was an eye-opening talk, where Yoshida said Square
tapped him to fix the mess. He knew his only option was
to rebuild the game entirely. Enter A Realm Reborn, which
holds a Metacritic score of an 86 on PS4 and 83 on PC,
a far cry from the initial launch score of 49. The recent first
expansion, Heavensward, came out to much success, en-
abling the game to maintain a subscription-based model,
something most MMOs outside of World of Warcraftcan’t sustain.
When I bring up the project, Yoshida flat-out refers to it as
a failure. He believes the only way for Square Enix to come
back from Final Fantasy XIV’s disastrous first impression is
to be up front. “It’s easy to look away from your mistakes,
but then you’re bound to repeat them if you don’t address
them,” he says.
Yoshida’s solution to Final Fantasy XIV was to “make it
feel like a Final Fantasy game.” He addressed this in numer-
ous ways to various callbacks such as moogles, chocobos,
and jobs like the black and white mage. “I wanted to make
a giant Final Fantasy theme park, and that means bringing
anything in from the series and having something for all
fans, all generations of the series,” he says.
One of the things Yoshida is known for is interacting withthe players and making sure their voices are heard. While
he admits he can’t put everything they ask for in the game,
he’s made it a point to be open with the fans since he took
over. This open approach has been a different tactic than
the Square Enix of the past. The company had a reputa-
tion for not being communicative with its fans, but Yoshida
thinks it’s essential and has been happy with the results.
“I like to look at it as playing catch with a player and be in
communication that way,” he says. “They give us ideas
and we tell them why we can implement them and why
we can’t.”
To keep up with the changing times, Yoshida has spent
his time thinking of ways to make an MMORPG for this
generation of gamers, who don’t have a lot of time on their
hands. He says the slow grinds of EverQuest and Ultimaaren’t feasible in this landscape. “One of the best things
about our game is that even if you’re a very busy person
you can play this game and be rewarded for it,” he says.
If all goes according to plan, Square Enix and Yoshida
will be involved with Final Fantasy XIV for the long haul. His
plans are simple: have frequent updates, stable servers,
and copious content. “I’ve played a lot of MMOs, and I look
at it as if an MMO can last a decade then it’s a success,
so that’s our current goal that we can get it to 10 years,”
Yoshida says. “Saying we want to have this game out for 10
years is easy, but creating a fan base that will stick with the
game for 10 years and having a game system that will sup-
port the game for 10 years, that’s part of our plan – having
something that will be viable in 10 years’ time. So, we’ve
already started working on the next expansion.”
PKed: Naoki Yoshida’s First Venture Into Ultima
Naoki Yoshida is an honest guy who isn’t afraid to poke fun at himself.
When asked about his first ventures into MMORPGs, he was quick to
bring up Ultima Online. “It shocked me just like the first time I played
Super Mario Bros. back when I was eight,” Yoshida says. In fact, it was
in Ultima Online where he chatted in a game for the first time...with aguy who had repeatedly PKed him.
“The first time I played, I saw this guy come with a red name and
thought, ‘This is someone in the world coming to play with me,’ and
then he killed me,” he recalls laughing. The inexperienced Yoshida kept
clicking revive and getting killed. “After this went on for three times, the
guy sent me a message: ‘Dude, stop! You shouldn’t be doing this. You’re
a newbie, right? If you keep doing this, your skills are going to go.’”
The other player took pity on Yoshida and gave him tips, but Yoshida
was just amazed that he was chatting with someone inside the game
and discussing it with them. “And that’s when I learned that in an
MMORPG anything is possible,” Yoshida says. “It is the players that are
creating that world, and that for me was very, very exciting.”
Naoki Yoshida
16
-
8/18/2019 2016 - 04 April Game Informer
19/100
-
8/18/2019 2016 - 04 April Game Informer
20/100
In the past, the series could get away with focusing more
on mastering its technical prowess than progressing in oth-
er areas, but that won’t work anymore. “We are no longer
the only triple-A RPG out there, and ever since the PS2
and onward, a lot of the Western [developers] have gained
prominence both in size and in terms of technological prog-
ress,” he says.
He knew he had to be communicative with the consum-ers about the state of the Final Fantasy XV, but he also real-
ized he had to align expectations for his own staff. “A lot
of the staff on the Final Fantasy development team have
been with the franchise a long time,” he says. “They have
this sense that they’re special because they’re developing
a Final Fantasy title and whatever they create will be well
received. That kind of mindset had been ingrained in them
for a very long time, and so we had to start by resetting
everything to create something that would appeal to the
current generation.”
A lot has happened in the years since Final Fantasy XIII
debuted. Most notably, the scope of games and this gen-
eration’s trend toward open-world adventures. One of the
big things he wanted for Final Fantasy XV was to make it
open world. In the current landscape, Tabata doesn’t think
you can compete with the top RPG makers without one.
“We felt it was very important to deliver an open-world type
of environment, so the development team decided to go in
that direction and really commit to it,” he says. “To push this
title out globally, it was essential to have an open world.”
Previously, Tabata worked on Crisis Core: Final Fantasy
VII and Final Fantasy Type-0. Both of these titles are noted
for their more poignant moments, such as Crisis Core’sending sequence, where you must accept Zack’s fate. An
emotional connection to the game is integral to Tabata’s
design style. “I like to create games that are in sync with
real life and reality to a degree...something that drives your
emotions that you can really feel,” he says.
This is something Tabata has been adamant about craft-
ing into Final Fantasy XV. According to him, much of the
game is focused on the human drama of the main charac-
ter, Noctis. “The player is with the character through and
through and sees the growth of the main character,” Tabata
says. He uses an example of seeing him fish for the first
time and then watching him grow up to love fishing. He
also says to expect flashback sequences to give you a bet-
ter idea of how Noctis became the person he is. “A lot of
[previous] titles focused on one time in adulthood, and inthis title you’ll understand his childhood and growth from a
boy into a man,” Tabata says.
He hopes this helps the player form a connection with
Noctis, which plays into one of his biggest goals for the
game. “I want to create a very emotional ending to the
game and want to make as many people cry as possible,”
he says. “You’re spending so many hours playing the game,
so when I finish a game and it ends on a sour note and it
doesn’t move me, it gets me disappointed. At least make
me cry or give me some emotion! I want to give a moving
ending for the consumers who invest so much time.”
His other goal is a bit more ambitious. Tabata recalls the
impact Final Fantasy VII made on the industry, and says his
objective for this team is to create a similar reaction when
Final Fantasy XV releases. “There are some team membersthat were here for VII,” he explains. “They’re taking on the
challenge of trying to exceed that title once more, which is
a great motivator for them. VII sets a very high goal for us,
but it serves as a good goal. It brought in new audiences,
sales, and more.”
An Unpredictable Road Trip
Time will tell if both Tabata and Yoshida reach their larger
goals, but it’s clear both are thinking realistically about
the state of the RPG genre and their company. Everybody
loves a comeback story and seeing Final Fantasy bring the
innovation, awe, and confidence it once did would be re-
freshing. But as we’ve seen, this generation doesn’t come
with any promises for any developer. Expectations are con-
stantly rising and new bars are continually being set.\
Getting Into Final Fantasy
Both Hajime Tabata and Naoki Yoshida fell in love with games with a
little help from our favorite red plumber in Super Mario Bros., but they also
recall fondly their admiration for Final Fantasy and have their favorites for
different reasons.
Yoshida has two favorites. Based purely on gameplay systems, he’s a
big fan of Final Fantasy III, but he also loves Final Fantasy VII for its story.
“When you look at earlier Final Fantasy games, you think of the ATB system
and the job system. Final Fantasy III was the first to have all of those in
a complete form, and that’s why I look at it as a perfect system,” he says.
“And with Final Fantasy VII, it being one of the first 3D RPGs, as well as theamount of content and type of content, it felt like an MMO, all of the things
you could do in the game. I know Final Fantasy VII inspired a lot of people
in the West.”
Tabata talks fondly of his time with the first and second entries, re-
membering when the title screen hits after the first boss in the original
Final Fantasy and how the second game opened with a boss battle that
impressed him, making him feel he was a part of an action movie. However,
Final Fantasy VI also remains at the top of his list, “For VI felt like they deliv-
ered a really unique story and they were doing something challenging and
new and being very confident with showing it to the world.” He came to
appreciate Final Fantasy VII even more because he was a developer at the
time and realized how much the game was helping push the genre forward.
18 connect
-
8/18/2019 2016 - 04 April Game Informer
21/100
-
8/18/2019 2016 - 04 April Game Informer
22/100
Helicopter Fights
Resident Evil 3: NemesisMonsters and grotesque versions of unpleasant animals
are the typical enemy in Resident Evil, which is why a
helicopter fight feels unconventional. It’s a quick fight,
but one that stands out for eschewing expectations.
Uncharted 2: Among ThievesNathan Drake’s vacation to South Asia was a disaster.
He doesn’t so much fight a helicopter in Nepal as much
as he endures a city-wide chase against an enemy that
takes full advantage of Nathan Drake’s greatest enemy:
Sure-footing.
Half-Life 2We’ve lost count of the number of rockets we’ve fired
at helicopters through the years. It’s the go-to method
when fighting choppers, but Half-Life 2 remains
memorable thanks to a targeting system requiring you
to expose yourself to get the shot.
Prototype 2Prototype 2 antihero James Heller is a
powerful man that hates helicopters. By
the end of the game, it seems he’s made
it his personal mission to tear every
single one out of the sky in a lavish,
enjoyable display.
Super CContra is all about fighting aliens and
alien technology, so you would think a
fight against a plain old helicopter would
be dull. Thankfully, that’s not the case, as
the whirlybird clown-cars a consistent
stream of soldiers at you.\
X-Men Origins: WolverineWolverine fights many helicopters in Origins, and each
encounter is memorable. He leaps helicopter to helicop-
ter and rips them out of the sky with his claws, or grabs
the pilot and shoves their head into the spinning blades.
Metal Gear SolidThe Hind D in Metal Gear Solid is framed as a powerful foe early in the game. Taking
out the bird and its pilot, Liquid Snake, from a snowy rooftop with a rocket launcher is
an empowering and important moment in the continuous brother vs. brother war.
by Kyle Hilliard
Twisted Metal: Black As the saying goes, never bring a
helicopter to a car fight. Twisted Metal:
Black’s final battle is different than the
rest of the fights, and it’s empowering
to take out a flying vehicle with one that
can’t leave the ground.
Call of Duty 4: Modern Warfare“All Ghillied Up” may be the most memorable level in
all of Call of Duty. The flashback scenario contains a
number of fantastic moments, but the near-death battle
with a helicopter that almost takes out your partner
stands out.
Bionic CommandoFor a game renowned for its challenge,
it’s surprising that taking out the antago-
nist, Master-D, requires only one well-
aimed shot on the cockpit of a gigantic
helicopter. It’s a tough shot, though, and
one few reached.20 connect
t o p
t e n
-
8/18/2019 2016 - 04 April Game Informer
23/100
“...We’ve decided
that there will
not be a new
Assassin’s Creed
game in 2016.
Since the release
of Assassin’s
Creed Unity,
we’ve learned a
lot based on your
feedback. We’ve
also updated
our develop-
ment processes
and recommit-
ted to making
Assassin’s Creed
a premier open-
world franchise.”
– A pos t on the offi -
cial Ubisoft blog
about what’s next
for the series
Quotable
fans will not only be getting
a “large, new expansion” for
the title in 2016, but publisher Activision and developerBungie are also promising a sequel to the massively
multiplayer online shooter in 2017.
DESTINY
T h e U g l y
The Bad
The Good
will come out on PC the same day as its Xbox One
version on April 5 – making some Xbox One owners
angry that the game won’t enjoy even a modest exclusivity period on the home console.
QUANTUM BREAK
may have played their last encore. Both
Guitar Hero Live and Rock Band 4 have not
sold well, with Activision and Rock Band
peripheral-maker Mad Catz reporting less-
than-expected earnings from the games.
Mad Catz has been hit particularly hard by
the disappointing results, reporting $4.36million in losses for the fiscal year and the
layoff of 37 percent of its staff.
MUSIC GAMES
connect 21
T HE G O OD ,T HE B
A D , & T HE U GL Y
g. b
. u
.
T HE G O OD ,T HE B
A D , & T HE U GL Y
-
8/18/2019 2016 - 04 April Game Informer
24/100
Few individuals were more
instrumental to the creation of
the first-person shooter genre
than John Romero. As one of the
co-founders of id Software, Romero
designed seven of the eight maps
included in Doom’s Episode 1, thewidely distributed shareware version
of the game that helped fuel its
massive popularity. The only Episode 1
level Romero didn’t have a hand in
creating was the final boss map,
known as E1M8 (Episode 1, Map 8) by
Doom’s still-thriving mod community.
Now after more than two decades
since Doom’s original release, Romero
has crafted his own ending to the
episode that started it all.
Romero surprised fans by simultan-
eously announcing the map via Twitter
and releasing it for free. Not only did
creating the level allow Romero to
brush up on his level design skills,
it was also an opportunity to deliver
a finale more in line with his original
vision for Doom’s first episode. “If I was
making E1M8 back then, I would have
made a level that was much bigger,”
Romero says. “It would have beenbigger than E1M7, because I wanted
the episode to culminate in this big,
epic level.”
Entitled Tech Gone Bad, Romero’s
new level has Doomguy investigating
a high-tech laboratory to find the
location of the demon-spewing portal
and shut it down. In addition to the
sprawling test site, players explore
massive outdoor areas, a maze-like
series of sewers, and two adjoining
installations. True to Doom’s classic
formula, Romero loaded the map with
secrets areas and hidden power-ups,
and higher difficulty levels drastically
ratchet up the enemy count. The
result is a level that feels novel, but
not necessarily new – an important
characteristic for Romero.
“I wanted to stay as close to the
original style as possible,” Romero
says. “And I also wanted to call backto parts of the [previous] levels that
players have already gone through. So
they remember – not only because it’s
today, but if it was back in 1993 when
the game came out – it would be like,
‘Oh, I remember when this happened
five levels ago.’”
Romero didn’t stop with homages to
the classic levels; he also adhered to
the same the limitations to make Tech
Gone Bad as authentic as possible.
“I wanted [Tech Gone Bad] to fit as if
I made it back then. So if I’d made it in
1993, I needed to restrict myself to the
shareware textures only, and not use
Romero Returns To Hell With a new first-person shooter on the horizon, legendary designer John Romero tests the watersby releasing a brand-new level for the original Doom.
by Jeff Marchiafava
22
-
8/18/2019 2016 - 04 April Game Informer
25/100
jumping, not use mouse-look…”
A number of modern enhancements
have been made to Doom’s source
engine in the last 23 years, but Romero
only allowed himself one concession.
“All of the [modern Doom ports]
remove limitations on what’s called
visplanes – visible planes in your view,”
Romero says. “So I figured the only
thing I will depend on is that you’re
using a limit-removing source port,
which means I can put more lines in
the view and make it look cooler.”Romero also adhered to the same
personal design tenets he employed in
’93. “In the original Episode 1, usually
in every level I introduced something
new for the player to learn or do,”
Romero says. “So I needed something
new that the player could do in this
level, and I wanted to do something
that I hadn’t done even in Doom II or
Ultimate Doom.”
For Tech Gone Bad, Romero created
a winding corridor that crosses back
above another explorable area,
something the Doom engine isn’t
technically capable of. So how did hepull it off? The answer lies in creative
use of a technique known as the
“Doom jump.”
Jumping wasn’t possible in the
original Doom, but if players were
quick, they could sprint across small
gaps between platforms. “I used those
[Doom jump] gaps to create a 3D area,
where you’re going underneath an area
that you’ll eventually run across later,”
Romero says. Romero made liberal use
of Doom jumps in the outdoor areas of
the map as well, requiring the player to
dance over pools of acid while dodging
fireballs from an army of angry Imps.
Tech Gone Bad still culminates in a
final battle against two Barons of Hell,
affectionately referred to as the “bruiser
brothers” by fans. However, players
should expect a serious challenge.
“I made [Tech Gone Bad] surprisingly
more difficult than E1M7, just because
today’s players are much better, andI think that helps make the level really
fun,” Romero says. “After 20 years,
it’s as hard as it’s really going to get,
I think.”
As exciting as it is to play a new
Doom level from one of the original
creators, fans may be more interested
in Romero’s reason for creating it in the
first place. “I’m going to be making a
new shooter pretty soon,” Romero says,
“and I’m going to be doing a lot of level
design in it, so I wanted to warm up.”
So what made Romero want to
create a new shooter after all these
years? “Basically, I decided tocome back because I think I have a
good idea,” Romero says, laughing.
Romero wouldn’t divulge what that
golden idea is, but he did promise an
announcement in the near future, so
fans hopefully shouldn’t have to wait
long to find out more. In the meantime,
having a new Doom level from one
of the forefathers of the FPS genre to
keep us busy is a pretty good deal. \
ROMERO ON THE NEW DOOMDuring our interview, we asked what John Romero
thinks of id Software’s upcoming Doom reboot. So
far, the ex-co-founder of the company likes what
he sees. “I’m really excited to play it,” Romero says.
“I think what they’ve done with SnapMap is really
innovative and is going to bring a lot more people
into the game...the fact that you can take someone’s
map and modify it to make it even better but they still
retain the original credits is incredible.”
Considering Romero’s recent activities, his
endorsement of SnapMap should come as no surprise.
“I think that’s one of the powerful parts of Doom
coming out again, is supporting people that want to
make their own stuff in the game – but they get to
do it in such an easy way…and it’s easily shareable
with other people. So I think [id is] doing something
that’s probably more important than the game itself.”
connect 23
-
8/18/2019 2016 - 04 April Game Informer
26/100
In 2014, reports indicated that The
Witness was nearing the finish line.
Were there any big changes that
pushed the release to 2016?
Nothing really changed. “Finish line” isrelative, right? I didn’t think it would be
as long as it has been; I was thinking,
“Oh, maybe six or eight months, we’ll
have this wrapped up.” But everyone
has a different interpretation. Basically,
that was a time when all of the major
components of the gameplay were
finalized…it just maybe needed to
go faster, or certain objects needed
to feel better. Because it’s such a big
game, this finishing took a long time.
If it comes down to working on it three
more months or having something
be kinda crappy, I’d rather work on it
three more months. There was no dra-matic setback or anything.
Are the puzzles able to enforce their
own rule, or did you need to manu-
ally program all possible solutions?
All other things being equal, it is best
if the program knows how to judge a
puzzle, because it’s less error-prone. If I
have to put in the solution, then I might
make a mistake, especially when there
are so many possible solutions that I
might not see some of them. For most
of the puzzle types, the program knows
how to verify that a solution is correct,
so I don’t actually need to foresee all
correct solutions… But then there’s stuff
in the game that the computer doesn’t
really know about, and those solutions
are all put in by hand – like when shad-
ows are falling on an object in a certainway. That’s just not something the com-
puter knows how to analyze.
So, if someone thinks they have a
correct answer that isn’t being rec-
ognized properly, they’re wrong?
They’re probably wrong. In fact, every
single one of those that anyone has
sent me is wrong.
Do any of the puzzle themes stand
out as being particularly difficult
to design?
The thing that was hardest to design
well is the cylinder puzzles. Because,you can wrap a puzzle around a cylin-
der, and that’s fine; you automatically
have a human factor now, since you
can’t see the whole puzzle. But if it
ends up being a puzzle that you could
solve just as well on a flat board, then
why is it on the cylinder? It’s not inter-
esting… So, all of the cylinder puzzles
are made in such a way that either the
connectivity of the space matters, or
the fact that your line has to go all the
way around matters.
Those cylinder puzzles defy sharing
solutions through screenshots. Was
that a reason for them being so near
the end of the game?
It was more just about building up to
interesting ideas. That whole end-game
shaft area is about taking the ideas
from earlier in the game and putting
them together in a way that involves
messing around with the presentation.
The medium between you and the puz-
zle. Though, there is one of those cylin-
der puzzles very early in the game, also.
Even though it’s right there, we sort of
build the scene so that people tend to
overlook it and go right past it.
Most of the design seems deliberate
and purposeful, which makes cer-
tain things (like the discarded trian-
gle panels) conspicuous. Does every
panel in the game do something?
It depends on what you mean by “do
something.” The triangle panels, for
example, definitely do something,
because otherwise there would be no
way for you learn what the more com-
plex triangle panels mean. Do they do
something in terms of opening a door
somewhere? No, they don’t… They do
get checked off on the lake in middle of
the island, so another thing they do ismake you feel good about completing
the lake. Usually things have another
purpose or bearing on something else.
Many players need to use pencils
and paper to help work through
puzzles. Was that something you
were consciously trying to bring to
the experience?
I wouldn’t say that I was deliberately
designing for pencil and paper as an
agenda, but I would say that I was defi-
nitely designing counter to the trend of
the last decade or more of just making
games really easy and making puzzles
THE WITNESS
An intricate and challenging puzzle game, The Witness is the new title
from Braid creator Jonathan Blow and his team at Thekla Inc. The project
began its development in 2008, and now that gamers are finally playing
it, we chatted with Blow about the process of creating this elegant and
intriguing experience. by Joe Juba
24
a f t e
r w o r d s
-
8/18/2019 2016 - 04 April Game Informer
27/100
not be real puzzles. Triple-A compa-
nies especially do all this playtesting,
and anytime someone gets stuck on
something or gives negative feedback,
they change that thing. The thing about
hard puzzles is people are going to get
stuck on those, and they’re going to
say, “I didn’t like this.” It’s just being
willing to say, “No, this going to be in
the game.” Maybe if they’re super-hard,
they’re optional. You have to be willing
to have that stuff in the game.
The audio recordings that address
the story directly are hidden in an
optional end-game area. Why not
let players uncover them during a
normal playthrough?
It all came down to how big I wanted
the story to be in the ultimate experi-
ence. In early concepts of the game,
I thought that story was going to be a
very large part. But then as develop-
ment went on and I refined the game,
I kept revisiting the story and being
very unhappy with the way my concept
of the story would play out. Eventually
I decided that the story should be pret-ty small, in terms of how much of the
experience it makes up… I also don’t
like giving story as a reward for ongo-
ing play; I felt like I wanted to make a
game that had confidence, that people
really wanted to play the actual game
part of the game, that doesn’t need to
coax people through by giving them
story bits.
How did you select the videos for
the Windmill theater?
It was really about knowing what kinds
of ideas that I wanted in the game, and
the kind of presentation. All of thosevideos are, in one way or another,
people talking about ideas about how
to see the world. They are well-thought-
out viewpoints from people whose life
work is that. But the other thing about
them is that they’re all different view-
points. I’m not trying to put a bunch of
things together to make a unified point
or convince the player that these people
are saying different flavors of the same
thing. They’re saying different flavors of
different things, and that ties into what
the game is about at some level.
Some of the puzzles are inacces-
sible to some players – especially
those who have trouble hearing orseeing colors. Was this a consider-
ation during development?
We were very aware of that during
development. I actually spent a lot of
design time trying to design puzzles
that only colorblind players could
solve, but I didn’t succeed at that. But
the way that I designed for acces-
sibility is to just be aware that some
people aren’t going to be able to do all
of the puzzles, and then make it pos-
sible to complete the game without
those puzzles. There are a few specific
times where that happens. One very
obvious example is the sound-basedpuzzles; you’re just not going get one
of the lasers if you can’t hear… It’s a
similar thing with the color-blindness;
there’s basically one laser that requires
color sense. But the surprising thing
is that most color-blind people don’t
seem to have a problem in that area…
But it is still a problem for some peo-
ple, because there are different kinds
of color-blindness and magnitudes.
There are only a couple areas of the
game that are mandatory. To get the
ending, you only need seven lasers…
but there is a secret area that does
require every laser. You know what?If people want to get there, and they
have to look stuff up on the Internet
to get there, that’s fine. I’m totally cool
with that.
What did you think of the response
to your tweet about the pee bottle?
It was bewildering! Here I was with
a prop we used in filming – it was a
bottle of water with some food coloring
in it – and I was about to dump it out,
and I was like, “I should get a picture
of this before I dump it out.” I already
had done one about a week before
saying, “Here’s something I made in
order to help finish The Witness,” and
it was glasses with tape on them
and holes in the tape… So, I was like,“I know what to do with this bottle, I’ll
tweet another one of those.” But
I expected people to know that it was
a joke, and it would be mildly funny at
best. For some reason, people didn’t
know if it was a joke, and a lot of
people assumed it wasn’t. I saw indie
developers going off about quality of
life in response to that. Like, full-on 10-
or 15-tweet barrages about how this
isn’t a healthy way to develop games.
I’ve been a human male for 40-some-
thing years now; it doesn’t take very
long to get up for a second and go to
the bathroom. It just doesn’t. The ideathat it would be plausible that someone
would feel like they didn’t have time to
do that is fundamentally not credible.
I don’t know. It was very strange.
You’ve said that The Witness has
been successful enough to fund
another project of similar depth.
How long until you start thinking
about what’s next?
Well, I’ve started thinking about it
already. However, there’s a difference
between thinking about it and design-
ing a thing for real. In terms of actually
sitting down and starting to work onthe game in a real way, that probably
will not happen for a couple of months.
There’s a lot to do right now, and I
need a little bit of a vacation. \
connect 25
-
8/18/2019 2016 - 04 April Game Informer
28/100
You’ve been doing this for a long
time. How many guides have
you written?
I think my total hit 100 exactly with
Fallout 4. That includes Game of the
Year editions, too.
You have written guides for massive
RPGs, including The Elder Scrolls
V: Skyrim. What kind of effort is
required for a project of that size?
The Skyrim Game of the Year guide is
1,120 pages, 780,000 words, and over
4,000 screenshots. All but one of those
screenshots I took myself, and the
other one was the guy from Bethesda
who wanted his character’s portrait
in the book. You take video of all of
the quests, and you do that multiple
times, to get all of the variations and
multiple paths. Then you move on todoing the atlas, so you visit every loca-
tion in the game…If you totaled up all
the hours, we (a co-worker and I) put
in over 6,000 hours – and that wasn’t
even writing the guide! That was just
the game.
Do you get cheat codes, or do you
have to play normally?
I have to use god mode and cheats,
but I always do my first playthrough
without them, because it affects the
strategy. For example, I play The
Witcher 3 like regular people would.
Then I spawn a quest and go through
it like a QA department would. Then I
play by getting a floating camera and
going over all of the map, and so forth.
You start writing when the game is
still in development. Are you everable to influence the content?
You need to go in and leave a light
footprint; the company is already in
the crunch time of all crunch times.
But sometimes companies do some-
thing really fun and cool for you. For
example, in The Witcher 3, the guy in
Novigrad’s books and scrolls store is
called Marcus T.K. Hodgson. So I have
my first video game character named
after me!
What’s your favorite game genre to
write guides for?
I enjoy writing travel guides to placesthat don’t exist…the big role-playing
games that are single-player. Witcher 3,
Skyrim, Fallout. Even Watch Dogs –
something like that with a large map
that I can really sink my teeth into.
Most guides are sold based on the
game on the cover rather than the
author. Have you encountered fans
that seek out your work specifically?
Most people don’t think of me as a
“real” author, and I’m completely fine
with that. I don’t consider myself to be
of the caliber of a proper author. But
I do have a small collection of people
that know my guides and enjoy them.
They know, going in, that they’re likely
to get a guide that’s as thorough as
human beings can do it within the con-
fines of the process.
What types of games do you play in
your free time?
I haven’t played a game for fun in
over a decade. I mean, I find my job
fun, but I devote all of my gaming
time to what I’m doing the guide for.
Otherwise, there wouldn’t be enough
time to finish the guide. Anybody who
does a strategy guide probably has a
part of their brain that isn’t functioning
properly, and has a work/life balance
issue. [laughs] It’s a dream job. I love it,
and I’m incredibly lucky to have it. But
I also realize that it’s a job you need to
have a complete passion for, or else itwill chew you up and spit you out.
If not games, do you keep yourself
sane with other hobbies?
I’d have keeled over and died if I didn’t
have a dog I could take out for walks,
because it’s such a sedentary lifestyle.
But I also started to collect succu-
lents – different types of aloe and cacti.
I now have a Pokémon-style obsession
with collecting every variety. I grow and
tend to the succulent garden, which
I’ve found to be fantastic, because it
thrives on neglect. If I were growing
geraniums, I’d have some problems.
Name:
David S. J. Hodgson
Twitter:
@DavidSJHodgson
Occupation:
Author
Location: Los Angeles (by way of
Manchester, England) E
ven if you don’t recognize his name, you’ve probably benefitted from
the work of David S. J. Hodgson. The prolific author has been writing
strategy guides since 1995, and his recent work includes Prima’s
expansive official guides for Fallout 4 and The Witcher 3: Wild Hunt. We
talked to Hodgson about his unique approach to games and the effort it takes
to unearth every detail and secret.
The Strategy Guide Machine
interview by Joe Juba
26 connect
g a m
e r
-
8/18/2019 2016 - 04 April Game Informer
29/100
The choice is yours, and it’s simple.Why enjoy just one chicken wing when there’s a whole plate in front of you?
The same goes for car insurance. Why go with a company that offers just a low price when GEICO could
save you hundreds and give you so much more? You could enjoy satisfying professional service, 24/7, from
a company that’s made it their business to help people since 1936. This winning combination has helped
GEICO to become the 2nd-largest private passenger auto insurer in the nation.
Make the smart choice. Get your free quote from GEICO today.
Some discounts, coverages, payment plans and features are not available in all states or all GEICO companies. Customer satisfaction based on an independent study conducted
by Alan Newman Research, 2015. GEICO is the second-largest private passenger auto insurer in the United States according to the 2014 A.M. Best market share report, published
April 2015. GEICO is a registered service mark of Government Employees Insurance Company, Washington, D.C. 20076; a Berkshire Hathaway Inc. subsidiary. © 2016 GEICO
2nd-largest auto
insurer
97% customer
satisfaction
24/7 licensed
agents
Helping people
since 1936
The other guy.
-
8/18/2019 2016 - 04 April Game Informer
30/100
While the story and tutorial don’t do
much to bring the player in (a tired,
cliché “vengeance for my fallen mas-
ter tale”), players will get a real sense
of what the game is about quickly as
they unlock abilities for their class,
each of which has their own special
flavor and mechanics. Whatever class
you choose, skill, timing, and atten-
tion count for a lot. My character, a
Destroyer, is a tanky frontliner who
wields a massive axe – not a wholly
novel concept. The originality shines
in execution of combat maneuvers;with a customizable set of power-
ful grabs, launchers, knockdowns,
and stuns, my character can walk
up to enemies, pummel them to the
ground, and pick them up and smash
them repeatedly before flinging them
through the air to knock into other
foes or delivering massive blows
that will put the enemy down for
good. It’s like Street Fighter’s Zangief
and Soulcalibur’s Astaroth had an
MMORPG love child.
Each character has a difficulty rat-
ing corresponding to how active and
responsive you have to be in combat,
chaining combos and linking moves,
and this system shines in single-player
and player-vs-player encounters. It’s
even more fun when you group up
via the cross-server dungeon finder
and start integrating your abilities into
other characters’ combos and knock-
downs. You can let the group hammer
on a defenseless monster you’re lift-
ing, or you can follow up on another
character’s launcher with your own
devastating attack.
This combat system is the absolute
gem of Blade & Soul and the reasonto play it. Other systems, like crafting,
seem barebones and boring compared
to other modern MMORPG offerings –
you simply click a crafting or gather-
ing button and wait hours and hours
for your items to collect or complete,
sometimes waiting up to 20 hours for
a completion. That said combat kept
me loving every encounter, from the
lowliest bandit to the most dangerous
opponents – other players.
Blade & Soul’s leveling process
is short compared to some other
MMORPGs. Even if you’re a solo
enthusiast, you’ll probably team up
casually during “field boss” encounters
to get yourself a cool outfit or a pile
of powerful soul shards (an analog
to armor sets from other games). By
placing armor into the soul shard slots
instead of clothing, players are free to
show off their style in their wardrobe
selection instead, as decorative wear
has no need to bestow stats. You may
be sporting the same weapon through
the whole process, but you feed it
other equipment to increase its power
and change its appearance.
As players look to the end-game, they’ll find the same things
they’ve come to expect from other
MMORPGs, such as high-end dun-
geons and raids and daily quests, with
the addition of serious, competitive
PvP sporting unique rewards for those
interested in that element of the game.
Blade & Soul is worth a try based on
the combat alone (it’s also free-to-play,
by the way). If you’re one of those
folks who is looking for an MMORPG
but the combat always feels stale, get
ready to be wowed by active counters,
parrying, and stimulating battles that
feel extremely satisfying.\
NCSOFT West’s bid to bring the winning Korean formula to North American players is an exciting
one, as Blade & Soul features some of the best combat I’ve ever experienced in an MMORPG. While
Eastern MMORPGs have long dealt with a reputation of being grindy, pay-to-win endeavors over on
Western shores, Blade & Soul’s over-the-top martial-arts fantasy dispels that notion by serving up exciting
gameplay that doesn’t get dull, monster after monster, dungeon after dungeon. Despite plenty of generic
quests and unexciting monsters to beat on, the combat systems propel Blade & Soul to greatness.
Blade & Soul Carried by combat
by Daniel Tack
28 connect
m
a s s
i v e
-
8/18/2019 2016 - 04 April Game Informer
31/100
“At its core, Indivisible is an RPG –
you explore environments, fight
monsters, complete quests, recruit
new party members, and level up,”
Bartholow says. “But unlike most
RPGs, the exploration component is
side-scrolling platforming, and we’ll be
building on the exploration component
with Metroid-like upgrades.” Like that
classic exploration game, Indivisible
tasks you with hunting down hidden
upgrades throughout a vast 2D world,
but instead of energy tanks, you’re
seeking weapons and armor for your
party members.
Indivisible’s setting is one of its most
intriguing features. The chief inspira-
tion is Southeast Asian mythology, and
many of the beautiful visuals and mys-
tical terminology arise from that source.
The unfolding tale eventually takes its
lead character everywhere from South
America to the Middle East. The story
focuses on Ajna, a young woman in
search of answers and justice after hertown is overwhelmed by local warlords.
“Along the way she discovers she has
a mysterious power – the ability to
fuse with and manifest certain peo-
ple – and much of her journey shifts
to discovering more about herself, in
addition to confronting the source of
the chaos increasing in the world,”
Bartholow says.
Lab Zero started work on Indivisible
as a pitch to a publisher looking for
something akin to Ubisoft’s Child of
Light. That goal led the team to
consider one of their shared favorites.
“Valkyrie Profile has a lot in common
with fighting games, making it a great
fit for our team,” Bartholow says.
That classic tri-Ace RPG featured an
innovative combat system in which
character attacks were mapped to the
controller’s face buttons, allowing for
intriguing combo attacks. That same
core concept powers Indivisible, but
with some significant variations. “As
much as we love Valkyrie Profile, it
has a time limit and not much room
for exploration, so we wanted to open
that up a bit more,” Bartholow says.
Combat in Indivisible is chaotic and
challenging, demanding carefully
timed defensive maneuvers, observa-
tion of enemy attack telegraphs, and
constant attention to a meter that
powers your super attacks. Each
member of your party has a unique
skill set, so another challenge is deter-
mining groups that combine well.
Your growing party of characterscomes along with a strange twist. “As
Ajna explores the world, she meets
a number of people – incarnations –
that for a reason we won’t be spoiling
today she can absorb into her being,”
Bartholow explains. “We’re thinking
that in order to fuse with someone
Ajna needs to be on a similar emo-
tional wavelength or empathize with
their situation before she can fuse with
them. So these fusions might happen
in key story moments, or for complet-
ing optional side quests.” Many
incarnations are dedicated party mem-
bers who join in battle and offer their
combat skills. Lab Zero is planning
for 27 playable characters. Just to
name a few, Kushi is a little girl who
commands a flying roc that drops
her into combat, Lanshi is a dog who
regressed into a lower lifeform upon
reincarnation, and Zahra is a musi-
cian who can devastate foes with her
sad songs.
These new heroes not only add their
strength to a fight, but might provide
Ajna with a new weapon or ability that
can help her better traverse the world.
For example, the spear lets her cre-
ate platforms in spiked walls, and the
chain-sickle lets her swing across gaps.
Other incarnations begin to populate
Ajna’s inner realm – a whole dimension
growing inside of her filled with people,
buildings, and activities. By pausing in
the world to meditate, she can enter
her own inner realm to talk to her
incarnations, upgrade weapons and
armor, and more. “So the Inner Realm
provides a lot of the functionality of
an RPG town, but without the need to
trek back and forth,” Bartholow says.
Indivisible is awash in intriguing
ideas, but the project is a long way out
from release, with a planned launch
in early 2018 on PlayStation 4, Xbox
One, PC, Mac, and Linux. The depth
of mythology, multiple gaming inspira-
tions, breathtaking art, and talented
team make this a game I plan to watch
closely as it draws nearer to release.
The Skullgirls CreatorsTackle Role-Playing
Switching creative direction can be a big challenge for a developer, as all the tricks and tools learned
in one genre might have little bearing on a new style of game. This is the challenge facing Lab Zero
Games as it broaches new territory in the RPG/exploration mash-up, Indivisible. After playing the
publicly available prototype, I spoke with CEO Peter Bartholow to learn how the project has continued toevolve since a nail-biter of a crowdfunding campaign.
by Matt Miller
Indivisible
PS4, Xbox One,PC, Mac, Linux
connect 29
i m
p ul s
e
-
8/18/2019 2016 - 04 April Game Informer
32/100
“I think Zelda, Mario,
and the whole universe
of Nintendo characterswould be perfect for a
The Lego Movie type
movie. I don’t have the
rights to it, but I would
love to. That would be
my holy grail.”
– Vertigo Entertainment president
Roy Lee (left)
by Matt Bertz
Overheard at
D.I.C.E.Industry luminaries used the 2016conference to discuss emerging trends,
success stories, and crossover potential
between video games and film.
30
-
8/18/2019 2016 - 04 April Game Informer
33/100
“In 1995 we were
making Civ II,
and people wouldcome around
and tell you if you
don’t capture a
user’s attention
in the fi rst hour of
gameplay you’re
in trouble. Thesedays it’s the fi rst
three seconds
or something
like that.” \–Big Huge Games founder
Brian Reynolds
“Mr. Iwata hasbeen gone forsome time now,and I think abouthim almost everyday. Mr. Iwata,
you were the bestof us.”
– Nintendo of America president
Reggie Fils-Aime
“Like in the cinema,
you have beautiful
indie games that
are subtle, or
poetic. It’s limitless.
It’s only limited
by the bastards with money.”
– filmmaker Guillermo Del Toro
“If you liked rock
‘n’ roll in 1971, you
have to love video
games today.”
– magician Penn Jillette
“We are doing three longer-termprojects. We’ll talk about them in thefuture. They are different from anything we have done before, while also being aBethesda-style game.”– Bethesda Game Studios director Todd Howard
“I feel
extremely free
right now. I am
trying to make
a big game
with a very
small team.
I am doing
exactly what I
want to do.”– Metal Gear Solid creator Hideo
Kojima on his new partnership
with Sony
connect 31
-
8/18/2019 2016 - 04 April Game Informer
34/100
How did you get started in the
gaming industry?
I got started in the industry almost
by accident. I never really thought a
career in video games was achievable
by someone like me; I always thought
you had to be an amazing program-
mer or a really talented artist to have
a career in video games. I was pursu-
ing a career in film, and then writing. I
actually got my master’s degree in cre-
ative writing from New York University.
I was trying to get my short stories
published and work on a novel, but I
was still playing a ton of video games.
From Guildmate
To Game Director Jeff “Tigole” Kaplan got his first industry gig thanks to being an EverQuest guildmate of former
Blizzard chief creative officer Rob Pardo. His thoughts on game design landed him a job on reign-
ing MMO juggernaut World of Warcraft, and now Kaplan is the game director on one of 2016’s
most promising upcoming first-person shooters, Overwatch.
3232
i n
t e r v i e w p h o
t o : E d
C a r r e ó n
-
8/18/2019 2016 - 04 April Game Informer
35/100
interview by Daniel Tack
Games like Duke Nukem 3D and Half-
Life had map editors, and I’d make
maps and that sort of thing.
I spent a good part of my 20s trying
to get my writing published, and I
was failing. In one year, for example,
I had 172 rejections from different
magazines. I decided to take a break
from writing. Since I had all this freetime, I got really into EverQuest. I
started playing that game very hard-
core and just as the fates would have
it, my guild leader heard me talking
about how I made maps in Half-Life.
I thought he was just a fellow gamer
interested in seeing what I was doing.
It turned out that guild leader was
Robert Pardo, who at the time was
the lead designer on Warcraft III for
Blizzard Entertainment. What I learned
later was many of my guild members
in EverQuest worked at Blizzard.
The big irony there is that I didn’t
really know what Blizzard was. I didn’tplay StarCraft or Warcraft because I
was more of an FPS gamer. I played a
lot of id games.
They were like, “Hey, you live in L.A.,
why don’t you come down and visit
us at Irvine sometime?” Which is only
an hour away from where I was living.
At the time, World of Warcraft wasn’t
announced, so it was a secret that
they were working on an MMO. They
asked me to come down for what I
thought was just a series of lunches.
Back in those days, video games were
a little taboo; people didn’t talk about
them openly. I enjoyed having a groupof friends where we could talk about
our latest raid and how we’re going to
defeat this latest dragon. What I didn’t
realize at the time was that those guys
were interviewing me for a role with
World of Warcraft.
Eventually I remember Rob in guild
chat saying to me, “Hey, check the
job postings on the Blizzard website
tomorrow. There’s a job and I really
think you should apply for it.” It was for
a quest designer on World of Warcraft.
I swear to you the job description was
written exactly to my background.
“Super passionate about MMOs, haspast experience with MMOs, and by
the way we’re looking for someone
with a creative writing degree.” I felt
they were speaking to me.
What was it like playing EverQuest
back then? I remember it being
really hardcore. Do you feel like
those top guilds were a recruiting
ground for the games industry?
I describe what that game did for
gaming and me personally as nothing
short of magical. I regard EverQuest
as one of the greatest games of all
time. But you mention how hardcore
it was, and I agree with that. Not only
was it hardcore, it was very punish-
ing, and you needed a certain level of
tolerance to put up with the constant
defeat and constant recovery required
by the game. It was a very distilled,
smaller community, but everybody was
very passionate about the game and
gaming in general.This small community really per-
petuated and encouraged very deep
design discussions about the game.
Because of that it’s very easy to look
back at EQ or different websites or
forums and say, “Wow, this person,
who is that guy who calls himself
Furor? That guy is really smart about
playing EverQuest. He has really smart
things to say about raiding and the
way these mechanics should work.”
Then you look him up and it’s [current
WoW creative director] Alex Afrasiabi.
There were so many people like that
in EverQuest who really displayedtheir knowledge. In the early days they
weren’t called blog posts, but guild
leaders would post their thoughts
about the game and how they thought
mechanics should work.
Has your own commenting in that
circle shaped your thoughts on
passionate feedback?
Yeah, it absolutely has. One of my
favorite things is when players plunge
the depth of the Internet and they’ll
pull old quotes that I said and use
them against me. I find that very
humbling, and it’s very important toremember where I was coming from at
the time. But for me, writing and being
part of a big community was a lot of
fun. I had that background in creative
writing, so I loved expressing myself in
that way. It’s given me a real apprecia-
tion for community leaders, especially
people who are vocal and driving
community opinion.
In the early days of World of
Warcraft, I bonded with the people
running the uber guilds at the time. I
would reach out to as many of them
as possible and make sure they had
my email address. I was able to talkto them through DM tools. I would
go in as they were raiding and talk to
them, ask if everything was working
correctly, are you guys having any
issues – really try to open the dialogue
with them. I wish that had been done
with me when I was a player. I feel like
I could have helped make some of
the games I played better if there had
been an open dialogue with some of
the players. We’re not just nameless,
faceless developers who are ruthlessly
trying to make a game so we can
move on to the next one. We’re really
trying to build something great here,
and we know that happens with player
and developer interaction.
How did you move from making
MMOs to a first-person shooter?
That’s a great question. As I men-
tioned, shooters were really my first
love when it comes to video games.
Doom, Duke Nukem, Quake, and
Wolfenstein 3D were some of my big-
gest inspirations. That was an exciting
period of time, because we were start-
ing to see games from the first-personstandpoint and start to appreciate 3D
worlds, which was a whole new way of
looking at video games.
It’s something that I always wanted
to work on. I had an immense passion
for MMOs as well, but one thing that
I was never fully in love with in any
of the MMOs was the combat itself.
I think the combat was really fun, but
nothing quite spoke to me like play-
ing Quake III Arena in terms of action
combat, like how to really get your
heart pumping, that visceral feeling.
I’ve always been dying to work
on a shooter, and then there was agreat era of shooters in the 2000’s
that happened. Call of Duty 4 and
Modern Warfare 2 I think were some
of the greatest shooters of the present
era that were ever made. They were
absolutely fantastic games and really
inspired me. Team Fortress 2 was
just mega in my mind, because I had
grown up in that Quake community
where I played Team Fortress 1 as a
Quake mod. I remember it with great
nostalgia, and then I remember when
Team Fortress classic came out as
part of a Half-Life release and being
blown away by how much they hadprogressed the genre. Team Fortress 2
not only was a ju